Posted 03 January 2011 - 03:10 PM
the problem goes a little deeper...
The AI has 4 commands that let it build it's base.
The first is just "Build x". It checks a file in the mod to pull the location (relative to the starting command center) and will build on that spot, or as close to that spot as it can. A Fully developed base is actually much larger than the build area on many small/medium maps, so while trying to use this the AI will often flip out a little and build overlapping structures etc. While looking for a build spot the system lags terribly.
The second command is "Build x on Front" and the third is "Build x on Flank". These both do essentially the same thing. The AI tries to place the building on the edge of it's build zone in the direction assigned. This works somewhat, but once you've built until the front or flank is full it can start having issues. Tank General has a problem with this because he never stops building. (The loading screen is an AI built base)
The fourth command is "Build x near a supply source with x resources remaining". This is intended in the source code as a way to make the AI build a supply center near a supply dock. Now, having seen all 4 commands, you'll notice this is the only command that can tell it to build in a location other than the default start base (which runs out of space quickly). A robust, durable, AI needs to build at least one expansion base and a backup of every core building in an alternate location. The "Build near resources" command is the only one that can do this, but Resource locations can have random amounts of space, sometimes it's a whole new spawn area with room for 2 bases, sometimes it's a nook where you couldn't fit a base defense. The AI struggles with trying to figure out how to place it's buildings around the supply dock. If it builds just one of each extra building it's not too bad... this is what AirF general does, and while he creates some lag it's not as bad as Tank general, who never stops trying to build.
The final solution... I have to re-script the base building behavior on Tank general, and possibly AirF general. Demo general builds no extra buildings, making his base extremely frail. So he needs to be re-scripted too... A compromise somewhere between Demo and AirF generals is the way to go.
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.